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71 lines
1.8 KiB
71 lines
1.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "basegrenade_shared.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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extern ConVar sk_plr_dmg_grenade; |
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// ========================================================================================== |
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class CBaseGrenadeContact : public CBaseGrenade |
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{ |
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DECLARE_CLASS( CBaseGrenadeContact, CBaseGrenade ); |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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}; |
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LINK_ENTITY_TO_CLASS( npc_contactgrenade, CBaseGrenadeContact ); |
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void CBaseGrenadeContact::Spawn( void ) |
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{ |
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// point sized, solid, bouncing |
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); |
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SetSolid( SOLID_BBOX ); |
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SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); |
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SetModel( "models/weapons/w_grenade.mdl" ); // BUG: wrong model |
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UTIL_SetSize(this, vec3_origin, vec3_origin); |
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// contact grenades arc lower |
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SetGravity( UTIL_ScaleForGravity( 400 ) ); // use a lower gravity for grenades to make them easier to see |
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QAngle angles; |
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VectorAngles(GetAbsVelocity(), angles); |
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SetLocalAngles( angles ); |
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// make NPCs afaid of it while in the air |
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SetThink( &CBaseGrenadeContact::DangerSoundThink ); |
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SetNextThink( gpGlobals->curtime ); |
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// Tumble in air |
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QAngle vecAngVelocity( random->RandomFloat ( -100, -500 ), 0, 0 ); |
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SetLocalAngularVelocity( vecAngVelocity ); |
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// Explode on contact |
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SetTouch( &CBaseGrenadeContact::ExplodeTouch ); |
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m_flDamage = sk_plr_dmg_grenade.GetFloat(); |
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// Allow player to blow this puppy up in the air |
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m_takedamage = DAMAGE_YES; |
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m_iszBounceSound = NULL_STRING; |
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} |
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void CBaseGrenadeContact::Precache( void ) |
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{ |
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BaseClass::Precache( ); |
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PrecacheModel("models/weapons/w_grenade.mdl"); |
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}
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